IB Beta V182 released - no liabilities, no warranties, use at your own risk:
https://www.dropbox.com/s/1iici3ic5phsx ... 2.zip?dl=0- this was a nasty one that did cost me quite a few hours to get right, phew... I added the idle, breathe and walk (on spot while waiting for turn to come and directed when approaching the target) animations for creatures to the combat screen, they also work for tall, wide and large creatures; you can use the same 5-frame-sprite sheet for these that is also used for moving props on main map screen; note: all old 2-frame sprite sheets are fully supported, so existing modules will (hopefully) not be affected; you can even mix and match 2-framers and 5-framers actually
- a lot of fine tuning to make these animations play with appropriate speed and relative frequencies
- the smooth movement system in combat (if turned on) will now actually indeed move creatures in one sweep over all squares to the target, without little delays inbetween
- I normailzed (ie adjusted for different machine speeds) a lot of the old and new animation/smooth moving code parts
- I had to fix many bugs I encountered while debugging the animations on combat screen, ia: display of tall and wide creatures on the initiative bar, hang/stall on turn end if cretaures stepped onto triggers/interactive props on the battlefield, hang/stall on attack animations with the new system...